Hobgoblin [AD&D]

Description

Tribal bands of hobgoblins (30 to 300 warriors) are likely to be encountered nearly anywhere as these creatures are equally at home in sunlight or in subterranean settings. They fight well in full daylight and have infravision (treat as IR scope; short range = 3 meters) so as to be able to fight in total darkness as well. Each tribe is jealous of its status, and if two tribal bands of hobgoblins meet there will be at least catcalls and derision (85 percent) and open fighting might break out (15 percent), unless a strong leader is on hand to control them. Similarly, the hobgoblin will bully nearby orcs or goblins given the opportunity, and hobgoblin leaders are sometimes used in bodies of goblins or orcish troops to keep them in order and drive them into battle.

The better known (more infamous) hobgoblin tribes include: rippers, leg breakers, skull smashers, flesh renders, marrow suckers, flayers, and slow killers.

For every 20 hobgoblins in a group there is a leader (sergeant) and two assistants (corporals). If 100 or more hobgoblins are encountered there will be the following additional figures with the group: a sub-chief. If hobgoblins are encountered in their lair there will also be, in addition, a chief and 5-20 bodyguards. There are females and young equal to 150 percent and 300 percent respectively of the number of males.

Leaders and their bodyguards will be the most experienced members of the group.

Hobgoblin lairs are underground 80 percent of the time and above ground 20 percent of the time. In the latter case the lair will be a village with a ditch, rampart and palisade of stones, earth and logs. There will be two gates and 3-6 guard towers. The dwellings inside are usually a mixture of wood and stone. As they seek to build on the ruins of human or other more sophisticated creatures, a hobgoblin village may be of better construction than indicated, possibly having solid stone works, buildings or a keep. In any event, hobgoblins will have four artillery pieces and one support weapon (appropriate to the tech level) per 50 warriors. If the lair is underground, there is a 60 percent chance that there will from 2-12 carnivorous apes as guards.

If elves are nearby, hobgoblins will attack them in preference to any other troops because of the great hatred they bear.

Hobgoblins are highly adept at mining,

Most hobgoblins speak goblin, orcish and rudimentary tongue of carnivorous apes in addition to their racial tongue. Twenty percent of hobgoblins speak the common tongue as well.

Description: The hairy hides of hobgoblins range from dark reddish-brown to gray black. Their faces are bright red-orange to red. Large males will have blue-red noses. Eyes are either yellowish or dark brown. Teeth are yellowed white to dirty yellow. Hobgoblins favor bright, bloody colors and black leather. They keep their weapons and equipment well cleaned and polished. Hobgoblins live for 60 years.

Hobgoblins typically lag between zero and one tech level behind the world's general tech level. The will be armed and armored accordingly.

Associated Games/Campaigns

Advanced Dungeons & Dragons

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Originally Published:  2005-10-09
Last Updated: 2011-03-28
Original Concept:  TSR, Inc.
Final Design: Gerry Harris
 

Name: Hobgoblin [AD&D]
Encounter Type
: NPC
Category: Stock NPC
Level Long Service 
Weight: 102 kg (size 7.02) (195 cm tall)
Size:  1×1 (1-meter grid squares)
Hits: 21/42

Homeworld Data

Starport:  N/A
Size
:  Large (8)
Gravity:  1.0 G

Atmosphere
:  Standard (6)
Hydrographics:  Wet (7)
Population:  N/A 
Government:  N/A
Law Level:  N/A 
Tech Level:  N/A

Combat Abilities

Initiative:  Per Experience Level
Combat Assets:  Per Experience Level

Other Assets
Skill Level Asset
Excavation 6 Per Experience Level

Armor
Head Chest Abdomen Arms Legs

Move
Ground Water Air Tunneling
10/20/30

Supplemental Data
STR Per Experience Level INT Per Experience Level -1
AGL Per Experience Level EDU Per Experience Level -4
CON Per Experience Level CHR Per Experience Level -4
EMP:  0

Hit Record

Scratch 0 -1 Initiative
Slight 00000 00000 00000 00000 -1 Initiative (-2 Total)
Serious 00000 00000 00000 00000 -1 Initiative (-3 Total), ½ Strength
Critical 0 Unconscious